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Everything posted by TAW_Blaze
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I explained what crank is in the first post. :)
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Thanks for fixing the tanks! :yay::yay::yay:
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I recommend to continue that. Generally online there's exactly one person who you can rely on, yourself. Most important is to make sure nobody gets close to you unnoticed. A large percent of your time should be spent scanning close to you at all altitudes. Most commonly this means inside 30nm with MED PRF. But you don't want to miss the guys further out either, because the further you spot someone the better you can prepare your engagement. Once you've flown a bit online you'll realize the idiotic trend of people flying low no matter what, so your search habits will also make a trend of looking low. Make sure you check high altitudes aswell, every now and then you see some guys flying in space. :) I'd say trying to be stealthy when you have next to no knowledge is suicidal. Start the simple way of focusing one thing at a time, learn your systems, learn the opponents' systems, understand the basics of fighting in a straight duel situation. On a server situation it is far more reliable to approach the non-sneaky way and focus on building an SA of everything around you. If you try to sneak around you'll restrict yourself from a lot of knowledge about the things happening around you. Impossible to answer this question without seeing what happened. Install tacview, it's an amazing analysis tool. Unfortunately you have to run the tracks of your flight to record it in tacview as the export function is blocked in most servers to prevent people cheating. Of course. Start by defending against missiles before they were launched. How? 1) Energetic advantage. His missiles will have to climb uphill. 2) Crank! 3) Maneuver! Nothing makes a better target than a straight flying guy. There are other ways but the ones above used properly will defeat them reliably. What matters most is the following though: Everything you do is in the context of WHEN. If you do it too late, none of it matters. If you do it too early, it's pointless. You need a lot of experience to understand every single time that a shot in this specific scenario is a kill and another in a slightly different scenario is a miss.
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You don't hide from a receiver. A receiver is a passive device analyzing incoming signals. Mostly the following works as a rule of thumb: 1) RWS for general search. 2) TWS to gain further information on a target without locking him. Bugging him will give you his heading, speed, altitude, in case you are within 25nm, it also identifies most aircraft on the VSD. 3) TWS for generally engaging one or multiple targets. TWS AMRAAM launch will only give a warning when the missile is active ( ~ 8nm from target). That is considered a big advantage by most of the people flying around. 4) STT for close range engagements, especially when you can't afford to lose lock. STT launches will give immediate warning even in case of an AMRAAM. 5) AAQ modes for dogfighting and other situations where you can visually find the other guy. PRF usage: inside 25nm: MED; outside 25nm use HI. Mixed alternates between the two and isn't very good in general. Note that in MED PRF you won't see much further than 25nm. HI PRF will generally make it impossible to track any targets flying past beam aspect. I won't go to anything specific to dogfighting, however I'll tell you the fundamentals of BVR before any other delusional people tell you otherwise. (assuming straight up fight) 1) You need more energy than the other guy. Be faster, be higher. 2) Crank. This means you take an offset from the guy to the point where you see him on the edge of the VSD. This will make his missiles fly a longer path until they get to you. When you want to launch, it is recommended to exit the crank and fire at the most optimal launch condition. 3) Make sure no matter what you're doing you do it first. Reactions don't win a fight unless the other guy makes mistakes. 4) Know your aircraft and it's equipment, and know the enemy's aircraft and equipment. ECM will basically block anyone from seeing your exact position outside about 25nm. Inside that they will usually see you. Use it whenever you think it's important to hide your exact position, while it is none of your concern to be sneaky. Specific conditions to turn it off are extending, RTBing, or anything that involves flying head straight back to your team. Note that no fighter will see you outside 25nm past beam aspect at the moment. See above. It's a surveillance mode with the ability to launch on multiple targets at the same time if necessary. TWS bug gives no lock tone. If you point your radar at the enemy, usually yes. I say usually because there are angular limitations of the receivers, and if you work around them you may be able to have a lock on a guy without him actually knowing. Uncommon and risky. I mean your typical idea of fighting is not pulling on some guy from vertically above or below.. More typical example would be that the guy is in a heavy bank and for that reason he puts you outside the angular limit. Generally a receiver will detect a threat much further than you will detect the guy on your radar. Yes, radar off you won't show on their receiver. BUT TURNING YOUR RADAR OFF DOES NOT MEAN YOU'RE INVISIBLE ON THEIR RADAR. !!! Welp, I guess I just made a how to become a fighter pilot in 2 minutes. :megalol:
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Fuel tanks still seem to be empty.
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It would be mind blowing to not mention if they fixed the external fuel tank bugs. Wouldn't be unprecedented though.
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Lovely. Hit search/advanced search then select search titles only, look for "BVR".
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http://forums.eagle.ru/search.php?searchid=7985491 There are a ton of threads about BVR discussion. I'd recommend reading them, you never know when you find something interesting. Pretty much all tactics are derived from the very basics and the properties of the aircrafts. The idea is that you learn them as much as you can because this is what will help you making good decisions appropriate to the situation rather than picking one from a set of templates. If you want more definite answers on what you should do, it's best to ask a specific question.
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STT , TWS and Azimuth scanning zone width..?
TAW_Blaze replied to simo1000rr's topic in F-15C for DCS World
TWS radar memory would scare anyone away alone. If I got a dollar for everytime the target drops when crossing the notch on recommits.. :D -
Point is, the Raptor can go close enough that the enemy won't be able to dodge any missiles launched from there. About the weapon bay, no it isn't much of a concern, it's open for too little time to make anything happen.
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STT , TWS and Azimuth scanning zone width..?
TAW_Blaze replied to simo1000rr's topic in F-15C for DCS World
TWS azimuth is limited to 60 deg. -
It's quite logical that IR guidance was far more successful in the past. It's using a natural property of the enemy against it and it gives away no real indication of the launch other than a lock or the smoke trail. It is also launched more often in a position where the other guy can't do much to dodge it, this simply comes from the design. On the other hand you have medium/longe range missiles mostly using radar guidance as IR is unreliable at such ranges. Many of these missiles are fired not with the purpose of hitting the enemy, but to threaten him, to force him into certain positions which benefit you, whatever your objective is. The target also usually has an easier time detecting these launches, this combined with the extended range he can run away, and provided he ran early enough that will always result in a kinematic defeat. Overall I think it's pretty moot to compare their pK just like that, they are two completely different type of weapons with different purposes. IR missiles are like a knife in a gun fight, surely you should have one, but if you left your gun home you'd better be a sneaky ****er. :D
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FM = flight model.
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Excuse me, the "it's normal" sentence just totally broke my mind. Could have been a bit more civilized.
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He's comparing it to the Flanker in the sense that it turns where you want it to turn. You obviously didn't even understand the whole point. Basically to break it down, when you pitch, you want to make sure you either push or pull the stick completely straight without any side pressure. Adding some deadzone can help as it is difficult to keep the stick centered while pulling high G. Other than that, you want to increase G gradually, don't just snap the stick. That combined with no roll input while pulling should get the job done. If you're flying above 25k ft you should be even more careful, especially if you have external tanks (I recommend dropping them if you're preparing to fight above angels 30). If the plane starts to do violent rolls when you pull, you can try a few things: - counter it with rudder (doesn't always work) - let off the stick - combine the two above
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The problem is you said it's perfectly normal. It isn't. The OP is describing an issue where he tries to pull the plane one way and it always goes the other. You really think that's normal on any jet? It's an FM bug, whenever you mix pitch and roll input the plane goes full retard, sure even when it's fixed you'll be able to stall the plane but what you get now is ridiculous. It's also pretty amusing when you're on top of a loop and instead of gravity pulling the nose down your plane rolls inverted and pitches up to go completely vertical at low airspeed.
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Which you just did. The Eagle is a very maneuverable aircraft. If you want something that can't maneuver, look at the jet on your profile picture, or it's older brother.
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What an absolute lie. Wow. OP: try to separate roll and pitch input. There are some FM issues that haven't been fixed causing the Eagle to end up in a "aileron spin" if you pull hard and roll at the same time. For instance if you want to do a horizontal turn, you would want to bank the plane, wait until the roll stops, then pull. This problem is especially common at high altitude.
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1.2.12 -- radar modeling - fighters vs helos
TAW_Blaze replied to SDsc0rch's topic in General Questions
PESA, yes, but they put it in a plane with a size that allows for it. Meanwhile only prototype AESAs exist in Russia, and the US guys are using their 3rd generation of "mass" produced AESA. The only reason that comes into my mind for the americans not developing PESA because they were probably already working on AESA, the Raptor project started around that time. The 31s only got their PESA in '81 anyway IIRC. -
1.2.12 -- radar modeling - fighters vs helos
TAW_Blaze replied to SDsc0rch's topic in General Questions
That's not what I'm talking about. I heard a rumor sometime ago that rotor doppler return was disabled some time ago for balance purposes. I'm trying to find out if it's true, partially true, or just flat out wrong. It has nothing to do with what was mentioned in the patch note AFAIK. -
1.2.12 -- radar modeling - fighters vs helos
TAW_Blaze replied to SDsc0rch's topic in General Questions
But this doesn't exist in the game, does it? :) -
I understand that this is probably WIP, but here's my take on it anyway: New flares look like they fly on rails. They also seem to kind of "float" in the air.
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1.2.12 -- radar modeling - fighters vs helos
TAW_Blaze replied to SDsc0rch's topic in General Questions
IIRC rotor doppler return is still disabled. That would result in a detrimental increase in visibility of helos on radar. What about that? ... -
That would allow players to watch the ACMI live which is a massive cheat, so no, not really. Unfortunately you have to record replays, which more often than not get corrupted these days.
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This isn't the first game I've played "competitively", it's a lot of work. But it's also a challenge and a lot of fun in the correct environment.